This is a step by step guide in helping you setup, start and use free online services.
BUILD Games are not restricted(in most cases) where they can play. For an example; Shadow
Warrior, NAM, WWII GI can all play at the same place that Duke3D can be played. The
Microsoft Zone is one of the places. This should apply to all other BUILD Games aswell.
This document does not cover the use of any source code ports.

1. iC is available for download at many sites, (Internet Commit Driver)

2. iC Setup .ini Bug Problem FAQ can be found in the faq download
section or in the patch section of RTCM.

Using iC-Setup

1. Once you installed and run iC, Enter your name in the Player
Name box. Then click on the Configure button.

2. Enter the Build Game's exe path and click ok. Note: If you use iC
with RRRA, You must rename ra.exe to rr.exe. Redneck Rides will still work.

Using iC-Hosting

1. Click HOST, Select your Game from the pull down menu.

2. If playing a user level, enter it in the External Map to load
field.

3. In the TCIDUP Square, select 4

4. Once your up and logged on with iC, contact the other players by
ICQ/or other and send them your IP#
(You can get your IP number from Your Info in ICQ or from the RUN function in windows,
Click START/ RUN/ winipcfg )

5. Once everyone connects close down your ICQ program.

6. Review the settings for iC with all players, they should all match.

7. Once everyone's ready press START.

8. Remember! Wait around 20-30 seconds before touching the controls,
this will allow game sync to complete.

Using iC-Joining

1. Enter the IP Address of the host's computer(He needs
to tell you it). Click ok.

2. Chat Screen should pop-up and show you are connected. ** Welcome to
iC **

3. Once everyone connects close down ICQ/other

4. Review the settings for iC with all players, they should all match.

5. Once everyone's ready press START.

6. Remember! Wait around 20-30 seconds before touching the controls,
this will allow game sync to complete.

Notes about internetCommit-iC: iC should have good
results with a max of 2 players. The program is NOT optimized, its a beta. (nolonger being
updated) iC error: Theres a tendency for iC to clear your setup unexpectedly, or it won't
save at all.
( TCIDUP = /f# Send Fewer Packets during Multi-Player Mode. This should never be needed
during a modem, serial, or network game, and is intended only for Game Servers who use a
slightly different arrangement which requires less traffic. This would also be useful for
programs such as Kali, JServe, iC, etc.... # can either be 1, 2,or 4.)

5. Enter the Build Game/iC that you'll be playing, in the External
Application Name field. Note: If you use iC with RRRA, You must rename ra.exe to rr.exe.
Redneck Rides will still work.

8. iC is a Client-Server Application, so click the Client Server
Application button.

6. Enter iC's exe, in the External Application Executable field.

7. (If Needed) Enter command line flags, in the Command Line field.

8. Click Okay.

ICQ and iC Commit-Launching iC from ICQ-Hosting

1. With ICQ opened, Right click on the person you want to play.

2. Select Internet Telephony/Games.

3. Under Installed you'll see the NAME of your Build Engine/iC game,
Click it.

4. A Request is sent to the other player, if he excepts you both will
launch into iC.exe

5. At this point Click HOST, Select your Game from the pull down menu.

6. If playing a user level, enter it in the External Map to load field.

7. In the TCIDUP Square, select 4

8. Once your up and logged on with iC, contact the other players by
ICQ/or other and send them your IP#
(You can get your IP number from Your Info in ICQ or from the RUN function in windows,
Click START/ RUN/ winipcfg )

9. Once everyone connects close down your ICQ/other programs.

10. Review the settings for iC with all players, they should all match.

11. Once everyone's ready press START.

12. Remember! Wait around 20-30 seconds before touching the controls,
this will allow game sync to complete.

ICQ and iC Commit-Joining

1. Enter the IP Address of the host's computer(He needs to tell
you it). Click ok.

2. Chat Screen should pop-up and show you are connected. ** Welcome to
iC **

3. Once everyone connects close down ICQ/other

4. Review the settings for iC with all players, they should all match.

5. Once everyone's ready press START.

6. Remember! Wait around 20-30 seconds before touching the controls,
this will allow game sync to complete.

3. Enter one of the rooms by clicking its name.(Build Games use The
Dukes Room)

ON The Zone- Joining A Game

1. If you wish to join a game that hasn't started yet, move your pointer
over to the game's matchmaking square, then click the Join button to enter.(The
host will provide a Game name, Like "Duke Arena V2.5")Private games require a password to enter.

2. Once in the Game Room, The host must inform you of the socket number
he is setting up.

3. When the host launches a game, a ZoneLan DOS box will appear.

4. Go to your DUKE3D directory, and type SETUP/F4. (NOT the Key F4)

5. Go to a network game, enter the number of players, the level and set
the socket number.

6. Follow the screen prompts(select New Game)

7. Wait for the host to finish selecting a level and game type.

8. When the level starts, stand still and wait for at least 30 seconds
before doing anything
(This ensures everyone connects and all the computers have had time to synchronize.)

2. In the dialog box that appears, be sure to replace "My
Game" in the Game name box with the name of the game you're hosting,
, Like "Duke Arena V2.5"

3. Choose the maximum number of players. Inform players of the socket
number you will be using.

4. If you like, you can click the Private game check
box and assign the game a password. Make sure you give the password to everyone you want
to play.

5. Click OK . You'll be presented with a DOS
command-line prompt from which you can run Dukes setup features.

6. Go to your DUKE3D directory, and type SETUP/F4. (NOT the Key F4)

7. Go to a network game, enter the number of players, and set the socket
number, you can make one up like 1234, 5555, 156T, etc. You can use letters instead of
numbers if you prefer.

8. Follow the screen prompts.

9. Select a level and game type while the other players wait.

10. When the level starts, stand still and wait for at least 30 seconds
before doing anything
(This ensures everyone connects and all the computers have had time to synchronize.)

Notes About the ZoneLan: You can setup a MS-DOS shortcut so when the ZoneLan
DOS Box opens it will automatically Launch the Setup file. Simply locate the
'Microsoft Internet Gaming Zone' folder in Windows Explorer. Now locate the file
'zonelan.exe' and right click on it. Choose 'properties' and then click the 'Program Tab',
In the box for 'Working:' type in your path to your build engine game. EX:(Use Quotes) "C:/Games/Duke/"
Now goto the 'Batch File:' Box and enter setup/f4 You will no longer need
to type anything when the game is launched :o)

1. When HEAT Software engages, enter an existing AREA. Private
games require a password to enter.

2. Once in the Game Room, The host must inform you of the socket number
he is setting up.

3. Each player MUST know how many others are playing before the game
begins.

4. Click READY TO PLAY

5. When the host launches a game, Duke Setup will appear.

6. Go to a network game, enter the number of players, and set the socket
number.

7. Follow the screen prompts

8. Wait for the host to finish selecting a level and game type.

9. When the level starts, stand still and wait for at least 30-60
seconds before doing anything.
(This will help with the packet distribution making it even for all players. This sounds a
bit unusual, but it helps a great deal)

ON HEAT- Hosting A Game

1. When HEAT Software engages, Click Create Room.

2. In the dialog box that appears, be sure to fill in the Room name box
with the name of the game you're hosting, , Like "Duke Arena V2.5"

3. Choose the maximum number of players.

4. If you like, you can enter a password for a Private game.
Make sure you give the password to everyone you want to play.

5. Click OK , Your Room will be created. Heat has a
room Lock function to block any new players from entering.

6. Inform players of the socket number you will be using.

7. Launch the Game.

8. Go to a network game, enter the number of players, and set the socket
number, you can make one up like 1234, 5555, 156T, etc. You can use letters instead of
numbers if you prefer.

9. Follow the screen prompts.

10. Select a level and game type while the other players wait.

11. When the level starts, stand still and wait for at least 30-60
seconds before doing anything
(This will help with the packet distribution making it even for all players. This sounds a
bit unusual, but it helps a great deal)

-Connection(Based On WireplayIPX Tunnel Driver (and
Server-UK-PowerPlay): 4 Players(Recommended)
Note: Above 4 players level changing and game leaving can cause "out of sync"
problems.
The Master player can restart the game to rectify the problem

1. You will need to download a FREE frontend.

2. Once completed, you must logoff the internet, close all programs and
install the software...VERY easy

3. Log back on the internet and run the wireplay frontend.

4. Enter your handle and click register for a FREE account.

5. Theres Two Arenas: OPEN PLAY and POWER PLAY.. if your NOT native to
the UK, select OPEN PLAY.

6. Once the NoticeBoard is in view, move your pointer over the Wireplay
logo in the bottom right. Other Icons will appear.

7. Click on Setup, Game Setup and then ADD Game.

8. Add Duke to the list setting it to the games directory.(Open Play users must also Add a "secound Duke" to the list. Select a build
game that you don't use from the list, perhaps Shadow Warrior. Set the games
directory to your Duke dir instead. This will allow you to play Duke Nukem 3D in the OPEN
PLAY arena. Unfortunately you'll have to figue out whos playing Shadow Warrior and who's
playing Duke. This unusual setup is to be corrected upon Wireplays next upgrade)

9. Go back to the NoticeBoard and Click on the Refresh Icon to display
the games you have setup.

10. Click Create and Select Shadow Warrior(or the build game you
setup for Duke), Click OK

11. You will now be in the Locker Room(You are the Host/ Proposer)

12. Lurkers/Players will join in the room and "ask" to play by
pressing the CHALLENGE button. The Host can accept or reject you for the next game
to be played.

13. All accepted players will have Chanllenger next to there names. If
user maps are going to be implemented, discuss this in the chat area before starting.

14. The proposer at this point clicks Start, and the game will load.

Connection "Fixes"

Basic Tweaking

Latency is determined by several factors:

A. Your 'cyber distance' (the path of servers or 'hops' your data takes to get to its
destination on the Internet) to game servers

B. Volume of traffic on the Internet

C. Planned or unforeseen regional or national network outages on the Internet

D. Local Phone Lines and Company quality

E. Local In House Phone wiring or interference

F. Your modem speed and quality

G. Speed and Performance of Your BUILD game

Another important factor that affects the quality of your connection is 'lost packets'--
data that gets lost during transmission over the Internet.

Troubleshoot lag:

1. Make sure you use the settings or options for the server frontend
that your using. Some allow you to pause the frontend once the game is launched.
Others allow you to close the frontend. Use the options if available.

2. If possible close all open windows including any open browsers. Turn
off any 'Messaging' programs (AOL's IM, ICQ, etc.)
(if your using anykind of external voice or chat program for the game, don't use it)

3. Make sure Your BUILD engine game runs smooth off-line
with a decent FPS value(20-30 or more!) There should be no jerking. Reduce Resolution if
necessary, Reduce Screen Size, Turn Music OFF, and any other options related to your Build
game.

4. Modem strings, Make sure there setup correctly. Normally you would
want to change them for Gaming use. Turn off error-correction, flow control, and data
compression ...They tend to provide a jerky game. HOWEVER error-correction may be required
for your BUILD game. This all depends on the Virtual-LAN that your using.
You may also have to reduce your modems buffer to a lower setting.
If you connect at a rate that is less than optimal for your modem (connecting at 31 kbps,
instead of 33.6 kbps, 44 kbps instead of 53 kbps), you can try reconnecting at a better
rate, or change your modem speed to the next lower setting (33.6 kbps to 28.8 kbps, 53
kbps to 33.6 kbps, etc).

5. And Most of all, keep in mind : the Build game connection will adjust to the slowest
machine.
So if your system is running slow, too slow, it may cause a 'Fatal Sync' error. But
it will definitely Slow the Overall Performance of Everyones Game. Fastest
machine/connection should be the "host" in most cases.

6. For lost packets and lag locating, run several Trace Routes to get a
good sampling of your connectivity to a server or I.P#.
You should also look for excessive spikes in the ping times. An optimal connection should
be below 400 ms by the end of the route. If you see portions of the path that spike up
compared to the other hops, this maybe your Internet Service Provider.
In many cases your provider may not be at fault, but their Network Operations Department
can usually address it with whichever ISP provides that connection.

A. Run your TCP/IP Ping Command with either the URL or I.P.# following.
EX: ping www.domain.com

B. You'll get a line such as
Pinging www.domain.com [111.11.1.11] with 32 bytes of data

C. Then you should get something the simliar to
Reply from 111.11.1.11: bytes=32 time=291ms TTL=243
Reply from 111.11.1.11: bytes=32 time=279ms TTL=243
Reply from 111.11.1.11: bytes=32 time=288ms TTL=243

If you Receive
Request timed out. The server is down or busy, or perhaps you entered the wrong number or
URL

D. Then you should get something simliar to this
Ping statistics for 111.11.1.11:
Packets: Sent = 3, Received = 3, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
Minimum = 279ms, Maximum = 291ms, Average = 285ms

Online Known Problems for Build Games

Duke Nukem 3D(Build games) where not designed for internet play. There
is no built-in TCP/IP in the game. Internet play requires the use of an external client.
During the course of a game, the engine/driver will experience Lag/Latency beyound
what it was intended for, its very sensitive to latency when playing over the Internet.
Duke3D was designed for Networks/LAN systems using IPX protocal-tweaked for optimial
performance, Online the protocal is passed thru a TCP/IP Tunnel. The TCP/IP protocol
"surrounds" the IPX protocol providing increased Overhead that wouldn't be
present if the game produced a true TCP/IP peer to peer contection, Such as
Quake(TM). However faster connections and equipment will help greatly.
Duke and other Build games must use the IPX-TCP/IP tunnel method on "virtual" or
"emulated" IPX/ Network servers using there Lobby Room frontends and special
drivers for peer to peer(direct, user servers) Connection stability is determined by the
quality of the IPX-TCP/IP Tunnel drivers provided by each service. This is the best method
for a network only designed game, ala build games. However if a service ran its own
dedicated server(users connect to the Company Host Server and remain connected during the
game) This would provide an even more stable game. Unfortunately no service is available
of this kind.

The game may crash when theres multiable snds, fire, and other demanding
aspects. You will notice this if the screen becomes jerky or motion is slowed. If this
happens all players should stop moving to retain the connection. Give a 30 sec recovery
time before continuing to play. You need a good ping for a good game. A REAL ISP will
helpout alot. (AOL is NOT a real ISP, iC doesn't work with AOL directly)

Duke Nukem 3D does not support "Drop In" play, which means
players CANNOT enter a game once it has begun.
You cannot join games in progress. All players have to be there when the game starts.

The TEN online service is no-longer available."wide-area networked (WAN) multiplayer games, The multiplayer code within Duke
Nukem 3D has been highly customized to run best on TEN, where you'll experience fast and
stable performance, plus other special benefits."This may have been the only Server that actualy Hosted and Ran the Game on there
system, rather than peer to peer/ user servers.

There are no Dukematch cheat codes.(not a problem)

Game Versions, All players MUST have the same version of the BUILD game,
same CONS,same Map, same Art, same Sounds they are using.

Modem and Network play are in shareware. Limit of players in Modem /
Network(LAN) is 4 for shareware.
Full version supports 8. There is Co-Op play.

Some Services, such as Kali may not allow patch game.exe's to be used.
There has been some reports about the PCI echo fix not excepting the game to start.(IF YOU
FIND THIS UNTRUE, PLEASE LET ME KNOW) Other patch's havn't seem to 'caused any problems.

BUILD Games using the Commit Multiplayer Driver and related routines
would normaly require that your modem is set to using error control. Since the games do
not have sophisticated internal error control(it was not designed for World Wide Web
use,just LAN and Modem to Modem).